plainguy Posted July 23, 2021 Posted July 23, 2021 Really would be nice for Traps Trip Mine to not be interrupted similar to what was done with Device. Even at Defense cap it can become impossible to place a Trip mine during a fight. Further Traps being such a stationary build it would be helpful to give it some DPS. Or remove the endurance loss from it on a failed attempt ? 3 1 Why Softcap is important: https://dechskaison.blogspot.com/2011/01/why-is-softcap-so-important.html Limits: https://paragonwiki.com/wiki/Limits Attack Mechanics: https://paragonwiki.com/wiki/Attack_Mechanics Semi & Petless Mastermind Builds: https://forums.homecomingservers.com/topic/10994-petless-and-semi-petless-masterminds/
Force Redux Posted July 23, 2021 Posted July 23, 2021 Having both an incarnated Beam/ Devices blaster and Illusion/Traps controller, I can only second this request. The difference in Trip Mine between the two power sets is night and day, between highly useful in a blaster and nearly useless on a controller while mid combat. Even with aggro generating PA, -Threat from SI, and capped Defense it's extraordinarily difficult to lay down a trip mine and do some toe bombing and get the aoe damage boost that my blaster can get, due to interrupts. Please give it the same treatment for QoL. Thank you. 1 @Force Redux on Everlasting ----- (read my guide) ----- Gather the Shadows: A Dark Miasma Primer for Masterminds
Arbegla Posted July 23, 2021 Posted July 23, 2021 I third this. I legit skip trip mine and time bomb/detonator on any /traps, because its just not a great power at all. 1
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